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Update time! Another week of work ahead so I thought I'd push out something new before I end up too busy.

Here's what got done since my last update post;

The Dramatis Personae section of the NPC chapter is done! Probably needs some tweaks; give it a look and see what you think.

Several new talents added.

As usual, more typo changes and formatting fixes.

My to-do list before release:

Revise mental trauma rules a little, they read kind of badly at the moment (mechanics are fine, it's just the way they're written that kinda sucks).

Revise those **** Perils tables. I've been talking about this for over a week, really need to just do it.

Finish the NPC chapter.

Add some more talents? I feel like the list is still lacking in some ways.

Also, the character sheet is now done. I didn't include a Talent Pyramid sheet, because the Genesys one is perfectly usable, and there's already a talents section on Page 2. It's a fillable PDF, so you should be good to go. I'll make a printer friendly version later down the line so people don't suffer too much from ink costs.

I'd love it if everyone could take a look at the Talents section and let me know if anything seems to be missing. I'd love to bulk it out more, but I'm dry on ideas. Also, see if the NPC profiles look good. Might be a fair few typos lurking in there that need to be squashed.

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I've added in Toxic, became increasingly necessary when I started to build Nurgle daemons. Not really ready to push out a new PDF just yet, here's the rules for it though.

Psyniscience I was thinking of having as a function of Perception, rather than a discrete skill. Basically, psykers can use the Perception skill to detect warp phenomena on top of its usual uses. I don't think it really deserves its own skill, I'm trying to keep down bloat.

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Psyniscience I was thinking of having as a function of Perception, rather than a discrete skill. Basically, psykers can use the Perception skill to detect warp phenomena on top of its usual uses. I don't think it really deserves its own skill, I'm trying to keep down bloat.

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Having recently been running a Dark Heresy v2 game, and having all the books, have you thought about which of the WH40k RPG line you wanted to work on next? I just picked up Genesys and already see a lot of potential with the system.

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I'm probably going to work on fleshing out the Dark Heresy rules with new content before I think about looking at the other lines, but once that's done with I might start thinking about Black Crusade or Deathwatch.

I'm definitely planning on doing a big expansion of the character options avaliable in this, probably in a separate book ala The Inquisitor's Handbook. I'm thinking rules for higher level play, rules for special starting traits like Wyrds, Blanks etc, and a much expanded gear section. I've also been thinking about introducing a system for requisitioning gear in the style of DH2e, but I'm not sure how I'd want to handle it. Straight skill rolls against rarity always felt a bit mediocre.

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I plan to start dh with your modifications in january/february and will give you geedback.

Only thing i currrently dislike is that melee weapons dont sedm balanced very much. For instance chainsword has crit 1 (that seems very op) and it is better than chainaxe in (almost) every aspect. I was hoping that there would be axe/sword balance where sword would have defensive, but axe would have more dmg and (1) more pen.

Currently i dont have the time to play with the numbers, but i will send you my proposition to hear your comments.

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I think you could just straight up use the currency system and rarity rules in Genesys to help determine. Given there are talents related to buying items in base Genesys. The problem is when you get to Black Crusade/Deathwatch/Only War/Rogue Trader some of those don't actually have costs in thrones for items, so then the influence and requisition system might fit better. Dark Heresy V2 didn't have costs of items either, switched to influence rolls. I like to think that as an Imperial Agent you would get so many items of up to a certain rarity. You could have a chart where Triumph or Advantage are spent to help acquire an item, or tell you how much less you have to pay for it, etc. Sort of like current combat/vehicles/hacking rules in the book do. Like triumph or 3 advantage could be spent to permanently have access to a black marketeer or something.

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Any requisition style system I include will be entirely optional, don't worry

I prefer to play with straight thrones myself, but I'd like to have an optional system for people who prefer the DH2e style of play.

I am looking at the Duty system in Age of Rebellion for inspiration, it could be an interesting way to provide access to the more expensive, iconic gear alongside a normal currency system. Getting rewarded with powerful gear when your renown within the Inquisition raises. Would only work with certain campaigns though; if the Inquisition doesn't have much structure in your game, it wouldn't make as much sense. I'm thinking it could be tied into a wider Warband character sheet, which would also cover stuff like Subtlety rules (very different to their DH2e incarnation though). That's something that I'm definitely earmarking as optional expansion content though; it won't be in the base release.

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Also while I'm here, might as well give you all a Christmas present; another update.

Here's what's new, off the top of my head;

Mental trauma rules have received some minor rewrites, should be a bit clearer now.

First pass at Daemon NPC rules is done, give them a look and let me know what you think. Probably quite unbalanced! I tried to do a wide spread of different daemons so you could extrapolate stuff I haven't included; there's no Herald of Nurgle, but between the Herald of Slaanesh and the Plaguebearer stats, making one should be easy.

I've rewritten some of the Perils rules so they read a bit nicer, still a work in progress though. Skim over them for typos if you're feeling helpful.

I added shotgun slugs to the custom ammo options, because I forgot to do them before.

Toxic weapon trait added. Tox rounds and the tox dispenser melee mod now run off of it.

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I am thinking of redesigning the crit table to be a bit more grizzly. I don't see much need to change the actual crit system as it stands, but I'll definitely look at messing with the table itself, a lot of the results in stock Genesys feel a little wimpy for the 40k tone.

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I've made a new thread for the full release, so I'm shifting discussion over there. Thought it might be a good idea to start things off with a clean slate.

I moved all the old releases into a separate folder on Google Drive, that must be why they were showing as requiring permission. The new version is out anyway, so I dunno if there's much point fixing that; don't really need the old test versions available.